*/
// EXTERNAL INCLUDES
-#include <boost/function.hpp>
#include <string>
// INTERNAL INCLUDES
#include <dali/public-api/animation/active-constraint-declarations.h>
#include <dali/public-api/actors/actor-enumerations.h>
#include <dali/public-api/actors/draw-mode.h>
-#include <dali/public-api/object/constrainable.h>
-#include <dali/public-api/signals/dali-signal-v2.h>
+#include <dali/public-api/object/handle.h>
+#include <dali/public-api/object/property-index-ranges.h>
+#include <dali/public-api/signals/dali-signal.h>
-namespace Dali DALI_IMPORT_API
+namespace Dali
{
namespace Internal DALI_INTERNAL
class Animation;
class Constraint;
struct Degree;
-class DynamicsBody;
-class DynamicsBodyConfig;
-class DynamicsJoint;
class Quaternion;
class Layer;
struct Radian;
struct KeyEvent;
struct TouchEvent;
+struct HoverEvent;
struct MouseWheelEvent;
struct Vector2;
struct Vector3;
typedef ActorContainer::iterator ActorIter; ///< Iterator for Dali::ActorContainer
typedef ActorContainer::const_iterator ActorConstIter; ///< Const iterator for Dali::ActorContainer
-
+typedef Rect<float> Padding; ///< Padding definition
/**
* @brief Actor is the primary object with which Dali applications interact.
*
* <h3>Multi-Touch Events:</h3>
*
- * Touch events are received via signals; see Actor::TouchedSignal() for more details.
+ * Touch or hover events are received via signals; see Actor::TouchedSignal() and Actor::HoveredSignal() for more details.
*
* <i>Hit Testing Rules Summary:</i>
*
- * - An actor is only hittable if the actor's touch signal has a connection.
+ * - An actor is only hittable if the actor's touch or hover signal has a connection.
* - An actor is only hittable when it is between the camera's near and far planes.
* - If an actor is made insensitive, then the actor and its children are not hittable; see IsSensitive()
* - If an actor's visibility flag is unset, then none of its children are hittable either; see IsVisible()
* // Depth-first traversal within current layer, visiting parent first
*
* // Check whether current actor should be hit-tested
- * IF ( TOUCH-SIGNAL-NOT-EMPTY &&
+ * IF ( ( TOUCH-SIGNAL-NOT-EMPTY || HOVER-SIGNAL-NOT-EMPTY ) &&
* ACTOR-HAS-NON-ZERO-SIZE &&
* ACTOR-WORLD-COLOR-IS-NOT-TRANSPARENT )
* {
* also be considered a Stencil Actor.
* Non-renderable actors can be hit regardless of whether a stencil actor is hit or not.
*
- * <i>Touch Event Delivery:</i>
+ * <i>Touch or hover Event Delivery:</i>
*
* - Delivery
- * - The hit actor's touch signal is emitted first; if it is not consumed by any of the listeners,
- * the parent's touch signal is emitted, and so on.
+ * - The hit actor's touch or hover signal is emitted first; if it is not consumed by any of the listeners,
+ * the parent's touch or hover signal is emitted, and so on.
* - The following pseudocode shows the delivery mechanism:
* @code
* EMIT-TOUCH-SIGNAL( ACTOR )
* }
* }
* }
+ *
+ * EMIT-HOVER-SIGNAL( ACTOR )
+ * {
+ * IF ( HOVER-SIGNAL-NOT-EMPTY )
+ * {
+ * // Only do the emission if hover signal of actor has connections.
+ * CONSUMED = HOVERED-SIGNAL( HOVER-EVENT )
+ * }
+ *
+ * IF ( NOT-CONSUMED )
+ * {
+ * // If event is not consumed then deliver it to the parent unless we reach the root actor
+ * IF ( ACTOR-PARENT )
+ * {
+ * EMIT-HOVER-SIGNAL( ACTOR-PARENT )
+ * }
+ * }
+ * }
* @endcode
* - If there are several touch points, then the delivery is only to the first touch point's hit
- * actor (and its parents). There will be NO touch signal delivery for the hit actors of the
+ * actor (and its parents). There will be NO touch or hover signal delivery for the hit actors of the
* other touch points.
* - The local coordinates are from the top-left (0.0f, 0.0f, 0.5f) of the hit actor.
*
* - Leave State
* - A "Leave" state is set when the first point exits the bounds of the previous first point's
* hit actor (primary hit actor).
- * - When this happens, the last primary hit actor's touch signal is emitted with a "Leave" state
+ * - When this happens, the last primary hit actor's touch or hover signal is emitted with a "Leave" state
* (only if it requires leave signals); see SetLeaveRequired().
*
* - Interrupted State
- * - If a system event occurs which interrupts the touch processing, then the last primary hit
- * actor's touch signals are emitted with an "Interrupted" state.
- * - If the last primary hit actor, or one of its parents, is no longer touchable, then its
- * touch signals are also emitted with an "Interrupted" state.
+ * - If a system event occurs which interrupts the touch or hover processing, then the last primary hit
+ * actor's touch or hover signals are emitted with an "Interrupted" state.
+ * - If the last primary hit actor, or one of its parents, is no longer touchable or hoverable, then its
+ * touch or hover signals are also emitted with an "Interrupted" state.
* - If the consumed actor on touch-down is not the same as the consumed actor on touch-up, then
* touch signals are also emitted from the touch-down actor with an "Interrupted" state.
+ * - If the consumed actor on hover-start is not the same as the consumed actor on hover-finished, then
+ * hover signals are also emitted from the hover-started actor with an "Interrupted" state.
* <h3>Key Events:</h3>
*
* Key events are received by an actor once set to grab key events, only one actor can be set as focused.
*
* @nosubgrouping
+ *
+ * Signals
+ * | %Signal Name | Method |
+ * |-------------------|------------------------------|
+ * | touched | @ref TouchedSignal() |
+ * | hovered | @ref HoveredSignal() |
+ * | mouse-wheel-event | @ref MouseWheelEventSignal() |
+ * | on-stage | @ref OnStageSignal() |
+ * | off-stage | @ref OffStageSignal() |
+ *
+ * Actions
+ * | %Action Name | %Actor method called |
+ * |-------------------|------------------------------|
+ * | show | %SetVisible( true ) |
+ * | hide | %SetVisible( false ) |
*/
-class DALI_IMPORT_API Actor : public Constrainable
+class DALI_IMPORT_API Actor : public Handle
{
public:
+ /**
+ * @brief An enumeration of properties belonging to the Actor class.
+ */
+ struct Property
+ {
+ enum
+ {
+ PARENT_ORIGIN = DEFAULT_ACTOR_PROPERTY_START_INDEX, ///< name "parent-origin", type Vector3
+ PARENT_ORIGIN_X, ///< name "parent-origin-x", type float
+ PARENT_ORIGIN_Y, ///< name "parent-origin-y", type float
+ PARENT_ORIGIN_Z, ///< name "parent-origin-z", type float
+ ANCHOR_POINT, ///< name "anchor-point", type Vector3
+ ANCHOR_POINT_X, ///< name "anchor-point-x", type float
+ ANCHOR_POINT_Y, ///< name "anchor-point-y", type float
+ ANCHOR_POINT_Z, ///< name "anchor-point-z", type float
+ SIZE, ///< name "size", type Vector3
+ SIZE_WIDTH, ///< name "size-width", type float
+ SIZE_HEIGHT, ///< name "size-height", type float
+ SIZE_DEPTH, ///< name "size-depth", type float
+ POSITION, ///< name "position", type Vector3
+ POSITION_X, ///< name "position-x", type float
+ POSITION_Y, ///< name "position-y", type float
+ POSITION_Z, ///< name "position-z", type float
+ WORLD_POSITION, ///< name "world-position", type Vector3 (read-only)
+ WORLD_POSITION_X, ///< name "world-position-x", type float (read-only)
+ WORLD_POSITION_Y, ///< name "world-position-y", type float (read-only)
+ WORLD_POSITION_Z, ///< name "world-position-z", type float (read-only)
+ ORIENTATION, ///< name "orientation", type Quaternion
+ WORLD_ORIENTATION, ///< name "world-orientation", type Quaternion (read-only)
+ SCALE, ///< name "scale", type Vector3
+ SCALE_X, ///< name "scale-x", type float
+ SCALE_Y, ///< name "scale-y", type float
+ SCALE_Z, ///< name "scale-z", type float
+ WORLD_SCALE, ///< name "world-scale", type Vector3 (read-only)
+ VISIBLE, ///< name "visible", type bool
+ COLOR, ///< name "color", type Vector4
+ COLOR_RED, ///< name "color-red", type float
+ COLOR_GREEN, ///< name "color-green", type float
+ COLOR_BLUE, ///< name "color-blue", type float
+ COLOR_ALPHA, ///< name "color-alpha", type float
+ WORLD_COLOR, ///< name "world-color", type Vector4 (read-only)
+ WORLD_MATRIX, ///< name "world-matrix", type Matrix (read-only)
+ NAME, ///< name "name", type std::string
+ SENSITIVE, ///< name "sensitive", type bool
+ LEAVE_REQUIRED, ///< name "leave-required", type bool
+ INHERIT_ORIENTATION, ///< name "inherit-orientation", type bool
+ INHERIT_SCALE, ///< name "inherit-scale", type bool
+ COLOR_MODE, ///< name "color-mode", type std::string
+ POSITION_INHERITANCE, ///< name "position-inheritance", type std::string
+ DRAW_MODE, ///< name "draw-mode", type std::string
+ SIZE_MODE_FACTOR, ///< name "size-mode-factor", type Vector3
+ RELAYOUT_ENABLED, ///< name "relayout-enabled", type Boolean
+ WIDTH_RESIZE_POLICY, ///< name "width-resize-policy", type String
+ HEIGHT_RESIZE_POLICY, ///< name "height-resize-policy", type String
+ SIZE_SCALE_POLICY, ///< name "size-scale-policy", type String
+ WIDTH_FOR_HEIGHT, ///< name "width-for-height", type Boolean
+ HEIGHT_FOR_WIDTH, ///< name "height-for-width", type Boolean
+ PADDING, ///< name "padding", type Vector4
+ MINIMUM_SIZE, ///< name "minimum-size", type Vector2
+ MAXIMUM_SIZE, ///< name "maximum-size", type Vector2
+ };
+ };
+
// Typedefs
- typedef SignalV2< bool (Actor, const TouchEvent&)> TouchSignalV2; ///< Touch signal type
- typedef SignalV2< bool (Actor, const MouseWheelEvent&) > MouseWheelEventSignalV2;///< Mousewheel signal type
- typedef SignalV2< void (Actor, const Vector3&) > SetSizeSignalV2; ///< SetSize signal type
- typedef SignalV2< void (Actor) > OnStageSignalV2; ///< Stage connection signal type
- typedef SignalV2< void (Actor) > OffStageSignalV2; ///< Stage disconnection signal type
-
- /// @name Properties
- /** @{ */
- static const Property::Index PARENT_ORIGIN; ///< name "parent-origin", type VECTOR3
- static const Property::Index PARENT_ORIGIN_X; ///< name "parent-origin-x", type FLOAT
- static const Property::Index PARENT_ORIGIN_Y; ///< name "parent-origin-y", type FLOAT
- static const Property::Index PARENT_ORIGIN_Z; ///< name "parent-origin-z", type FLOAT
- static const Property::Index ANCHOR_POINT; ///< name "anchor-point", type VECTOR3
- static const Property::Index ANCHOR_POINT_X; ///< name "anchor-point-x", type FLOAT
- static const Property::Index ANCHOR_POINT_Y; ///< name "anchor-point-y", type FLOAT
- static const Property::Index ANCHOR_POINT_Z; ///< name "anchor-point-z", type FLOAT
- static const Property::Index SIZE; ///< name "size", type VECTOR3
- static const Property::Index SIZE_WIDTH; ///< name "size-width", type FLOAT
- static const Property::Index SIZE_HEIGHT; ///< name "size-height", type FLOAT
- static const Property::Index SIZE_DEPTH; ///< name "size-depth", type FLOAT
- static const Property::Index POSITION; ///< name "position", type VECTOR3
- static const Property::Index POSITION_X; ///< name "position-x", type FLOAT
- static const Property::Index POSITION_Y; ///< name "position-y", type FLOAT
- static const Property::Index POSITION_Z; ///< name "position-z", type FLOAT
- static const Property::Index WORLD_POSITION; ///< name "world-position", type VECTOR3 (read-only)
- static const Property::Index WORLD_POSITION_X; ///< name "world-position-x", type FLOAT (read-only)
- static const Property::Index WORLD_POSITION_Y; ///< name "world-position-y", type FLOAT (read-only)
- static const Property::Index WORLD_POSITION_Z; ///< name "world-position-z", type FLOAT (read-only)
- static const Property::Index ROTATION; ///< name "rotation", type ROTATION
- static const Property::Index WORLD_ROTATION; ///< name "world-rotation", type ROTATION (read-only)
- static const Property::Index SCALE; ///< name "scale", type VECTOR3
- static const Property::Index SCALE_X; ///< name "scale-x", type FLOAT
- static const Property::Index SCALE_Y; ///< name "scale-y", type FLOAT
- static const Property::Index SCALE_Z; ///< name "scale-z", type FLOAT
- static const Property::Index WORLD_SCALE; ///< name "world-scale", type VECTOR3 (read-only)
- static const Property::Index VISIBLE; ///< name "visible", type BOOLEAN
- static const Property::Index COLOR; ///< name "color", type VECTOR4
- static const Property::Index COLOR_RED; ///< name "color-red", type FLOAT
- static const Property::Index COLOR_GREEN; ///< name "color-green", type FLOAT
- static const Property::Index COLOR_BLUE; ///< name "color-blue", type FLOAT
- static const Property::Index COLOR_ALPHA; ///< name "color-alpha", type FLOAT
- static const Property::Index WORLD_COLOR; ///< name "world-color", type VECTOR4 (read-only)
- static const Property::Index WORLD_MATRIX; ///< name "world-matrix", type MATRIX (read-only)
- static const Property::Index NAME; ///< name "name", type STRING
- static const Property::Index SENSITIVE; ///< name "sensitive", type BOOLEAN
- static const Property::Index LEAVE_REQUIRED; ///< name "leave-required", type BOOLEAN
- static const Property::Index INHERIT_ROTATION; ///< name "inherit-rotation", type BOOLEAN
- static const Property::Index INHERIT_SCALE; ///< name "inherit-scale", type BOOLEAN
- static const Property::Index COLOR_MODE; ///< name "color-mode", type STRING
- static const Property::Index POSITION_INHERITANCE; ///< name "position-inheritance", type STRING
- static const Property::Index DRAW_MODE; ///< name "draw-mode", type STRING
- /** @} */
-
- /// @name Signals
- /** @{ */
- static const char* const SIGNAL_TOUCHED; ///< name "touched", @see TouchedSignal()
- static const char* const SIGNAL_MOUSE_WHEEL_EVENT; ///< name "mouse-wheel-event", @see MouseWheelEventSignal()
- static const char* const SIGNAL_SET_SIZE; ///< name "set-size", @see SetSizeSignal()
- static const char* const SIGNAL_ON_STAGE; ///< name "on-stage", @see OnStageSignal()
- static const char* const SIGNAL_OFF_STAGE; ///< name "off-stage", @see OffStageSignal()
- /** @} */
-
- /// @name Actions
- /** @{ */
- static const char* const ACTION_SHOW; ///< name "show", @see SetVisible()
- static const char* const ACTION_HIDE; ///< name "hide", @see SetVisible()
- /** @} */
+ typedef Signal< bool (Actor, const TouchEvent&)> TouchSignalType; ///< Touch signal type
+ typedef Signal< bool (Actor, const HoverEvent&)> HoverSignalType; ///< Hover signal type
+ typedef Signal< bool (Actor, const MouseWheelEvent&) > MouseWheelEventSignalType; ///< Mousewheel signal type
+ typedef Signal< void (Actor) > OnStageSignalType; ///< Stage connection signal type
+ typedef Signal< void (Actor) > OffStageSignalType; ///< Stage disconnection signal type
+ typedef Signal< void (Actor) > OnRelayoutSignalType; ///< Called when the actor is relaid out
// Creation
Actor& operator=(const Actor& rhs);
/**
- * @brief This method is defined to allow assignment of the NULL value,
- * and will throw an exception if passed any other value.
- *
- * Assigning to NULL is an alias for Reset().
- * @param [in] rhs A NULL pointer
- * @return A reference to this handle
- */
- Actor& operator=(BaseHandle::NullType* rhs);
-
- /**
* @brief Retrieve the Actor's name.
*
* @pre The Actor has been initialized.
void Add(Actor child);
/**
+ * @brief Inserts a child Actor to this actor's list of children at the given index
+ *
+ * NOTE! if the child already has a parent, it will be removed from old parent
+ * and reparented to this actor. This may change childs position, color,
+ * scale etc as it now inherits them from this actor
+ * @pre This Actor (the parent) has been initialized.
+ * @pre The child actor has been initialized.
+ * @pre The child actor is not the same as the parent actor.
+ * @pre The actor is not the Root actor
+ * @param [in] index of actor to insert before
+ * @param [in] child The child.
+ * @post The child will be referenced by its parent. This means that the child will be kept alive,
+ * even if the handle passed into this method is reset or destroyed.
+ * @post If the index is greater than the current child count, it will be ignored and added at the end.
+ * @post This may invalidate ActorContainer iterators.
+ */
+ void Insert(unsigned int index, Actor child);
+
+ /**
* @brief Removes a child Actor from this Actor.
*
* If the actor was not a child of this actor, this is a no-op.
Actor FindChildByName(const std::string& actorName);
/**
- * @brief Search through this actor's hierarchy for an actor with the given name or alias.
- *
- * Actors can customize this function to provide actors with preferred alias'
- * For example 'previous' could return the last selected child.
- * If no aliased actor is found then FindChildByName() is called.
- * @pre The Actor has been initialized.
- * @param[in] actorAlias the name of the actor to find
- * @return A handle to the actor if found, or an empty handle if not.
- */
- Actor FindChildByAlias(const std::string& actorAlias);
-
- /**
* @brief Search through this actor's hierarchy for an actor with the given unique ID.
*
* The actor itself is also considered in the search
* bottom-right corner. The default anchor point is
* Dali::AnchorPoint::CENTER (0.5, 0.5, 0.5).
* An actor position is the distance between its parent-origin, and this anchor-point.
- * An actor's rotation is centered around its anchor-point.
+ * An actor's orientation is the rotation from its default orientation, the rotation is centered around its anchor-point.
* @see Dali::AnchorPoint for predefined anchor point values
* @pre The Actor has been initialized.
* @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentAnchorPoint().
* @brief Retrieve the actor's size.
*
* @pre The actor has been initialized.
+ * @note This return is the value that was set using SetSize or the target size of an animation
+ * @return The actor's current size.
+ */
+ Vector3 GetTargetSize() const;
+
+ /**
+ * @brief Retrieve the actor's size.
+ *
+ * @pre The actor has been initialized.
* @note This property can be animated; the return value may not match the value written with SetSize().
* @return The actor's current size.
*/
Vector3 GetCurrentSize() const;
/**
+ * Return the natural size of the actor.
+ *
+ * Deriving classes stipulate the natural size and by default an actor has a ZERO natural size.
+ *
+ * @return The actor's natural size
+ */
+ Vector3 GetNaturalSize() const;
+
+ /**
* @brief Sets the position of the actor.
*
* The Actor's z position will be set to 0.0f.
void SetZ(float z);
/**
- * @brief Move an actor relative to its existing position.
+ * @brief Translate an actor relative to its existing position.
*
* @pre The actor has been initialized.
* @param[in] distance The actor will move by this distance.
*/
- void MoveBy(const Vector3& distance);
+ void TranslateBy(const Vector3& distance);
/**
* @brief Retrieve the position of the Actor.
PositionInheritanceMode GetPositionInheritanceMode() const;
/**
- * @brief Sets the rotation of the Actor.
+ * @brief Sets the orientation of the Actor.
*
- * An actor's rotation is centered around its anchor point.
+ * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
* @pre The Actor has been initialized.
- * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentRotation().
- * @param [in] angle The new rotation angle in degrees.
- * @param [in] axis The new axis of rotation.
+ * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
+ * @param [in] angle The new orientation angle in degrees.
+ * @param [in] axis The new axis of orientation.
*/
- void SetRotation(const Degree& angle, const Vector3& axis);
+ void SetOrientation(const Degree& angle, const Vector3& axis);
/**
- * @brief Sets the rotation of the Actor.
+ * @brief Sets the orientation of the Actor.
*
- * An actor's rotation is centered around its anchor point.
+ * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
* @pre The Actor has been initialized.
- * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentRotation().
- * @param [in] angle The new rotation angle in radians.
- * @param [in] axis The new axis of rotation.
+ * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
+ * @param [in] angle The new orientation angle in radians.
+ * @param [in] axis The new axis of orientation.
*/
- void SetRotation(const Radian& angle, const Vector3& axis);
+ void SetOrientation(const Radian& angle, const Vector3& axis);
/**
- * @brief Sets the rotation of the Actor.
+ * @brief Sets the orientation of the Actor.
*
+ * An actor's orientation is the rotation from its default orientation, and the rotation is centered around its anchor-point.
* @pre The Actor has been initialized.
- * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentRotation().
- * @param [in] rotation The new rotation.
+ * @note This is an asynchronous method; the value written may not match a value subsequently read with GetCurrentOrientation().
+ * @param [in] orientation The new orientation.
*/
- void SetRotation(const Quaternion& rotation);
+ void SetOrientation(const Quaternion& orientation);
/**
* @brief Apply a relative rotation to an actor.
*
* @pre The actor has been initialized.
- * @param[in] angle The angle to the rotation to combine with the existing rotation.
- * @param[in] axis The axis of the rotation to combine with the existing rotation.
+ * @param[in] angle The angle to the rotation to combine with the existing orientation.
+ * @param[in] axis The axis of the rotation to combine with the existing orientation.
*/
void RotateBy(const Degree& angle, const Vector3& axis);
* @brief Apply a relative rotation to an actor.
*
* @pre The actor has been initialized.
- * @param[in] angle The angle to the rotation to combine with the existing rotation.
- * @param[in] axis The axis of the rotation to combine with the existing rotation.
+ * @param[in] angle The angle to the rotation to combine with the existing orientation.
+ * @param[in] axis The axis of the rotation to combine with the existing orientation.
*/
void RotateBy(const Radian& angle, const Vector3& axis);
* @brief Apply a relative rotation to an actor.
*
* @pre The actor has been initialized.
- * @param[in] relativeRotation The rotation to combine with the existing rotation.
+ * @param[in] relativeRotation The rotation to combine with the existing orientation.
*/
void RotateBy(const Quaternion& relativeRotation);
/**
- * @brief Retreive the Actor's rotation.
+ * @brief Retreive the Actor's orientation.
*
* @pre The Actor has been initialized.
- * @note This property can be animated; the return value may not match the value written with SetRotation().
- * @return The current rotation.
+ * @note This property can be animated; the return value may not match the value written with SetOrientation().
+ * @return The current orientation.
*/
- Quaternion GetCurrentRotation() const;
+ Quaternion GetCurrentOrientation() const;
/**
* @brief Set whether a child actor inherits it's parent's orientation.
*
* Default is to inherit.
- * Switching this off means that using SetRotation() sets the actor's world orientation.
+ * Switching this off means that using SetOrientation() sets the actor's world orientation.
* @pre The Actor has been initialized.
* @param[in] inherit - true if the actor should inherit orientation, false otherwise.
*/
- void SetInheritRotation(bool inherit);
+ void SetInheritOrientation(bool inherit);
/**
* @brief Returns whether the actor inherit's it's parent's orientation.
* @pre The Actor has been initialized.
* @return true if the actor inherit's it's parent orientation, false if it uses world orientation.
*/
- bool IsRotationInherited() const;
+ bool IsOrientationInherited() const;
/**
- * @brief Retrieve the world-rotation of the Actor.
+ * @brief Retrieve the world-orientation of the Actor.
*
- * @note The actor will not have a world-rotation, unless it has previously been added to the stage.
+ * @note The actor will not have a world-orientation, unless it has previously been added to the stage.
* @pre The Actor has been initialized.
- * @return The Actor's current rotation in the world.
+ * @return The Actor's current orientation in the world.
*/
- Quaternion GetCurrentWorldRotation() const;
+ Quaternion GetCurrentWorldOrientation() const;
/**
* @brief Set the scale factor applied to an actor.
void SetOpacity(float opacity);
/**
- * @brief Apply a relative opacity change to an actor.
- *
- * @pre The actor has been initialized.
- * @param[in] relativeOpacity The opacity to combine with the actors existing opacity.
- */
- void OpacityBy(float relativeOpacity);
-
- /**
* @brief Retrieve the actor's opacity.
*
* @pre The actor has been initialized.
void SetColor(const Vector4& color);
/**
- * @brief Apply a relative color change to an actor.
- *
- * @pre The actor has been initialized.
- * @param[in] relativeColor The color to combine with the actors existing color.
- */
- void ColorBy(const Vector4& relativeColor);
-
- /**
* @brief Retrieve the actor's color.
*
* Actor's own color is not clamped.
// Input Handling
/**
- * @brief Sets whether an actor should emit touch event signals; @see SignalTouched().
+ * @brief Sets whether an actor should emit touch or hover signals; see SignalTouch() and SignalHover().
*
- * An actor is sensitive by default, which means that as soon as an application connects to the SignalTouched(),
- * the touch event signal will be emitted.
+ * An actor is sensitive by default, which means that as soon as an application connects to the SignalTouch(),
+ * the touch event signal will be emitted, and as soon as an application connects to the SignalHover(), the
+ * hover event signal will be emitted.
*
- * If the application wishes to temporarily disable the touch event signal emission, then they can do so by calling:
+ * If the application wishes to temporarily disable the touch or hover event signal emission, then they can do so by calling:
* @code
* actor.SetSensitive(false);
* @endcode
*
- * Then, to re-enable the touch event signal emission, the application should call:
+ * Then, to re-enable the touch or hover event signal emission, the application should call:
* @code
* actor.SetSensitive(true);
* @endcode
*
- * @see SignalTouched().
+ * @see @see SignalTouch() and SignalHover().
* @note If an actor's sensitivity is set to false, then it's children will not be hittable either.
* This is regardless of the individual sensitivity values of the children i.e. an actor will only be
* hittable if all of its parents have sensitivity set to true.
* @pre The Actor has been initialized.
- * @param[in] sensitive true to enable emission of the touch event signals, false otherwise.
+ * @param[in] sensitive true to enable emission of the touch or hover event signals, false otherwise.
*/
void SetSensitive(bool sensitive);
/**
- * @brief Query whether an actor emits touch event signals.
+ * @brief Query whether an actor emits touch or hover event signals.
*
* @note If an actor is not sensitive, then it's children will not be hittable either.
* This is regardless of the individual sensitivity values of the children i.e. an actor will only be
* hittable if all of its parents have sensitivity set to true.
* @pre The Actor has been initialized.
- * @return true, if emission of touch event signals is enabled, false otherwise.
+ * @return true, if emission of touch or hover event signals is enabled, false otherwise.
*/
bool IsSensitive() const;
bool ScreenToLocal(float& localX, float& localY, float screenX, float screenY) const;
/**
- * @brief Sets whether the actor should receive a notification when touch motion events leave
+ * @brief Sets whether the actor should receive a notification when touch or hover motion events leave
* the boundary of the actor.
*
* @note By default, this is set to false as most actors do not require this.
- * @note Need to connect to the SignalTouch to actually receive this event.
+ * @note Need to connect to the SignalTouch or SignalHover to actually receive this event.
*
* @pre The Actor has been initialized.
* @param[in] required Should be set to true if a Leave event is required
void SetLeaveRequired(bool required);
/**
- * @brief This returns whether the actor requires touch events whenever touch motion events leave
+ * @brief This returns whether the actor requires touch or hover events whenever touch or hover motion events leave
* the boundary of the actor.
*
* @pre The Actor has been initialized.
/**
* @brief Sets whether the actor should be focusable by keyboard navigation.
*
- * The default is true.
+ * The default is false.
* @pre The Actor has been initialized.
* @param[in] focusable - true if the actor should be focusable by keyboard navigation,
* false otherwise.
*/
bool IsKeyboardFocusable() const;
+ // SIZE NEGOTIATION
+
+ /**
+ * @brief Set if the actor should do relayout in size negotiation or not.
+ *
+ * @param[in] enabled Flag to specify if actor should do relayout or not.
+ */
+ void SetRelayoutEnabled( bool enabled );
+
+ /**
+ * @brief Is the actor included in relayout or not.
+ *
+ * @return Return if the actor is involved in size negotiation or not.
+ */
+ bool IsRelayoutEnabled() const;
+
+ /**
+ * Set the resize policy to be used for the given dimension(s)
+ *
+ * @param[in] policy The resize policy to use
+ * @param[in] dimension The dimension(s) to set policy for. Can be a bitfield of multiple dimensions.
+ */
+ void SetResizePolicy( ResizePolicy policy, Dimension dimension );
+
+ /**
+ * Return the resize policy used for a single dimension
+ *
+ * @param[in] dimension The dimension to get policy for
+ * @return Return the dimension resize policy
+ */
+ ResizePolicy GetResizePolicy( Dimension dimension ) const;
+
+ /**
+ * @brief Set the policy to use when setting size with size negotiation. Defaults to USE_SIZE_SET.
+ *
+ * @param[in] policy The policy to use for when the size is set
+ */
+ void SetSizeScalePolicy( SizeScalePolicy policy );
+
+ /**
+ * @brief Return the size set policy in use
+ *
+ * @return Return the size set policy
+ */
+ SizeScalePolicy GetSizeScalePolicy() const;
+
+ /**
+ * @brief Sets the relative to parent size factor of the actor.
+ *
+ * This factor is only used when ResizePolicy is set to either:
+ * SIZE_RELATIVE_TO_PARENT or SIZE_FIXED_OFFSET_FROM_PARENT.
+ * This actor's size is set to the actor's size multipled by or added to this factor,
+ * depending on ResizePolicy (See SetResizePolicy).
+ *
+ * @pre The Actor has been initialized.
+ * @param [in] factor A Vector3 representing the relative factor to be applied to each axis.
+ */
+ void SetSizeModeFactor( const Vector3& factor );
+
+ /**
+ * @brief Retrieve the relative to parent size factor of the actor.
+ *
+ * @pre The Actor has been initialized.
+ * @return The Actor's current relative size factor.
+ */
+ Vector3 GetSizeModeFactor() const;
+
+ /**
+ * @brief Calculate the height of the actor given a width
+ *
+ * @param width Width to use
+ * @return Return the height based on the width
+ */
+ float GetHeightForWidth( float width );
+
+ /**
+ * @brief Calculate the width of the actor given a height
+ *
+ * @param height Height to use
+ * @return Return the width based on the height
+ */
+ float GetWidthForHeight( float height );
+
+ /**
+ * Return the value of negotiated dimension for the given dimension
+ *
+ * @param dimension The dimension to retrieve
+ * @return Return the value of the negotiated dimension
+ */
+ float GetRelayoutSize( Dimension dimension ) const;
+
+ /**
+ * @brief Request to relayout of all actors in the sub-tree below the given actor.
+ *
+ * This flags the actor and all actors below it for relayout. The actual
+ * relayout is performed at the end of the frame. This means that multiple calls to relayout
+ * will not cause multiple relayouts to occur.
+ */
+ void RelayoutRequestTree();
+
+ /**
+ * @brief Force propagate relayout flags through the tree. This actor and all actors
+ * dependent on it will have their relayout flags reset.
+ *
+ * This is useful for resetting layout flags during the layout process.
+ */
+ void PropagateRelayoutFlags();
+
+ /**
+ * @brief Set the padding for use in layout
+ *
+ * @param[in] padding Padding for the actor
+ */
+ void SetPadding( const Padding& padding );
+
+ /**
+ * Return the value of the padding
+ *
+ * @param paddingOut The returned padding data
+ */
+ void GetPadding( Padding& paddingOut ) const;
+
+ /**
+ * @brief Set the minimum size an actor can be assigned in size negotiation
+ *
+ * @param[in] size The minimum size
+ */
+ void SetMinimumSize( const Vector2& size );
+
+ /**
+ * @brief Return the minimum relayout size
+ *
+ * @return Return the mininmum size
+ */
+ Vector2 GetMinimumSize();
+
+ /**
+ * @brief Set the maximum size an actor can be assigned in size negotiation
+ *
+ * @param[in] size The maximum size
+ */
+ void SetMaximumSize( const Vector2& size );
+
+ /**
+ * @brief Return the maximum relayout size
+ *
+ * @return Return the maximum size
+ */
+ Vector2 GetMaximumSize();
+
public: // Signals
/**
* @pre The Actor has been initialized.
* @return The signal to connect to.
*/
- TouchSignalV2& TouchedSignal();
+ TouchSignalType& TouchedSignal();
/**
- * @brief This signal is emitted when mouse wheel event is received.
+ * @brief This signal is emitted when hover input is received.
*
* A callback of the following type may be connected:
* @code
- * bool YourCallbackName(Actor actor, const MouseWheelEvent& event);
+ * bool YourCallbackName(Actor actor, const HoverEvent& event);
* @endcode
- * The return value of True, indicates that the mouse wheel event should be consumed.
+ * The return value of True, indicates that the hover event should be consumed.
* Otherwise the signal will be emitted on the next sensitive parent of the actor.
* @pre The Actor has been initialized.
* @return The signal to connect to.
*/
- MouseWheelEventSignalV2& MouseWheelEventSignal();
+ HoverSignalType& HoveredSignal();
/**
- * @brief Signal to indicate when the actor's size is set by application code.
+ * @brief This signal is emitted when mouse wheel event is received.
*
- * This signal is emitted when actors size is being <b>set</b> by application code.
- * This signal is <b>not</b> emitted when size is animated
- * Note! GetCurrentSize might not return this same size as the set size message may still be queued
* A callback of the following type may be connected:
* @code
- * void YourCallback(Actor actor, const Vector3& newSize);
+ * bool YourCallbackName(Actor actor, const MouseWheelEvent& event);
* @endcode
+ * The return value of True, indicates that the mouse wheel event should be consumed.
+ * Otherwise the signal will be emitted on the next sensitive parent of the actor.
* @pre The Actor has been initialized.
* @return The signal to connect to.
*/
- SetSizeSignalV2& SetSizeSignal();
+ MouseWheelEventSignalType& MouseWheelEventSignal();
/**
* @brief This signal is emitted after the actor has been connected to the stage.
*
* @return The signal
*/
- OnStageSignalV2& OnStageSignal();
+ OnStageSignalType& OnStageSignal();
/**
* @brief This signal is emitted after the actor has been disconnected from the stage.
*
* @return The signal
*/
- OffStageSignalV2& OffStageSignal();
-
-public: // Dynamics
-
- /**
- * @brief Enable dynamics for this actor.
- *
- * The actor will behave as a rigid/soft body in the simulation
- * @pre The actor is not already acting as a DynamicsBody and IsDynamicsRoot() returns false
- *
- * @param [in] bodyConfig The DynamicsBodyConfig specifying the dynamics properties for this actor in the dynamics world.
- * @return The DynamicsBody
- */
- DynamicsBody EnableDynamics(DynamicsBodyConfig bodyConfig);
-
- /**
- * @brief Add a joint constraint to this actor.
- *
- * @param[in] attachedActor The other actor in the joint
- * @param[in] offset The offset (relative to this actor) of the origin of the joint
- * @return The new joint
- * @pre Both actors are dynamics enabled actors (IE Actor::EnableDynamics()) has been invoked for both actors).
- * @post If the two actors are already connected by a joint, The existing joint is returned
- * and offset is ignored.
- */
- DynamicsJoint AddDynamicsJoint( Actor attachedActor, const Vector3& offset );
-
- /**
- * @brief Add a joint constraint to this actor.
- *
- * @param[in] attachedActor The other actor in the joint
- * @param[in] offsetA The offset (relative to this actor) of the origin of the joint
- * @param[in] offsetB The offset (relative to attachedActor) of the origin of the joint
- * @return The new joint
- * @pre Both actors are dynamics enabled actors (IE Actor::EnableDynamics()) has been invoked for both actors).
- * @post If the two actors are already connected by a joint, The existing joint is returned
- * and offset is ignored.
- */
- DynamicsJoint AddDynamicsJoint( Actor attachedActor, const Vector3& offsetA, const Vector3& offsetB );
-
- /**
- * @brief Get the number of DynamicsJoint objects added to this actor.
- *
- * @return The number of DynamicsJoint objects added to this actor
- */
- const int GetNumberOfJoints() const;
-
- /**
- * @brief Get a joint by index.
- *
- * @param[in] index The index of the joint.
- * Use GetNumberOfJoints to get the valid range of indices.
- * @return The joint.
- */
- DynamicsJoint GetDynamicsJointByIndex( const int index );
-
- /**
- * @brief Get the joint between this actor and attachedActor.
- *
- * @param[in] attachedActor The other actor in the joint
- * @return The joint.
- */
- DynamicsJoint GetDynamicsJoint( Actor attachedActor );
-
- /**
- * @brief Remove a joint from this actor
- *
- * @param[in] joint The joint to be removed
- */
- void RemoveDynamicsJoint( DynamicsJoint joint );
-
- /**
- * @brief Disable dynamics for this actor.
- *
- * The actor will be detached from the DynamicsBody/DynamicsJoint associated with it through EnableDynamics
- */
- void DisableDynamics();
+ OffStageSignalType& OffStageSignal();
/**
- * @brief Get the associated DynamicsBody.
+ * @brief This signal is emitted after the size has been set on the actor during relayout
*
- * @return A DynamicsBody
+ * @return Return the signal
*/
- DynamicsBody GetDynamicsBody();
+ OnRelayoutSignalType& OnRelayoutSignal();
public: // Not intended for application developers
* actor.Unparent() will be called, followed by actor.Reset().
* @param[in,out] actor A handle to an actor, or an empty handle.
*/
-void UnparentAndReset( Actor& actor );
+ DALI_IMPORT_API void UnparentAndReset( Actor& actor );
} // namespace Dali